The SentinelF13

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  1. I can see someone like Simo Hayha being like some kind of super sniper who makes bad guys quake in fear. He already was in WWII.

    As far as tech versus natural skills, there is a definite line between the two for me. For Billy the Kid, anybody can pick up a gun and shoot it, Billy had skill to kill as many people with them as he did.

    Likewise, is someone a tech origin because they use a can opener to fight evil? They probably use their skill to clear out a warehouse of people with just that(unless its some kind of super can opener than shoots lasers then its probably tech...)
  2. Quote:
    Originally Posted by Leo_G View Post
    OMG! Why are you guys discussing origins?
    Quote:
    Originally Posted by LISAR View Post
    Billy the Kid used guns, I'm gonna consider him tech.
    Because of this guy, who missed the point of the question by several miles and managed to derail the thread.
  3. So I dropped my VIP status because I felt I wasn't playing the game enough to warrant it. I still pop back in to run my chars through a mission and since I can't access enhancements due to lack of invention licence, I usually stop there.

    What I don't get is since I don't have to licence, everytime I try to play my characters they feel gimped like the enhancements arn't working. I notice the procs still work though. MY question is, if you go VIP to premium with enhancments still in your char do they quite working?
  4. /signed to pretty much all these ideas. I've always liked temp powers for RP and in the very rare situations when they were useful to me in combat.

    Now I'm just guessing on this but I'm betting the limitations of the code will require that for every different version of Gabriel's Hammer (the different types of hammers), there has the be a recipe for that version otherwise when you pull out the hammer, it will probably be a random version as theres nothing to specify to the game what version of the hammer you have.
  5. Quote:
    Originally Posted by SuperOz View Post
    Can I ask where you got the neckerchief thing? I have a character I'm slowly building as well and he uses one of those. Guess you'd call it a 'Lone Ranger' thing...


    S.
    I had a really thin black cloak I used for an old costume (it was The Merchant from Resident Evil 4). I just cut a square out of the cloak since I never used it anymore.
  6. So I thought I'd share my Halloween costume with everyone. I gotta admit, it didn't turn out as good as I hoped (the clothes were black instead of navy blue, I couldn't get dual pistols similar to what gunslingers use.) but all in all, it was worth it .

    I made the costume with various stuff I bought off of Amazon. The cowboy hat I picked up for $13 at a halloween store.

    Oh and some music to go with your costume viewing.
    http://www.youtube.com/watch?v=niztGWtnlXM

    -----------------------------------------

    Uploaded with ImageShack.us


    Uploaded with ImageShack.us

    EDIT: Fixed images not showing!
  7. The SentinelF13

    Taser

    Quote:
    Originally Posted by Lorax View Post
    What's the brand name on the tasers that Malta operatives keep stunning me with? It isn't "Crey," but I don't remember, nor have a screenshot.

    I think my next tech origin will be working for that company, rather than another Crey experiment.
    If I were Malta I would probably be making my own guns and devices. Brand names on the guns make them traceable and using modern firearms could also leave a trail to the company that made it. Not to mention Malta specializes in killing superheros so I'm willing to bet too that the weapons they use are built for that purpose. Something most public gun companies wouldn't sell.
  8. So most people who have crafted probably not actually payed attention to whats being made, how its being made, and what the end result is aside from some stat increases on your enhancements. So I propose a game.

    I'm going to give you some salvage, a power, and a stat of the power to enhance. You need to explain how you can increase the stat of the power with the provided materials


    RULES:
    • Assume the influence/infamy is solely used to pay usage of the crafting table (Like renting a RV or boat).
    • Watch the wand. Don't post super magical solutions to all the problems, you have to use all the parts not just "It increased the damage cuz the Symbol does (ignores 6 other pieces of salvage)" This goes double for super techy solutions.
    • Be as ludicrous as possible .
    • MY challenges arn't the only ones here, post your own!
    The Game

    POWER: Granite Armor
    INCREASE: Its resistance
    SALVAGE: a Kinetic Weapon, a Computer Virus, a Plasma Capacitor, and Lucky Charm.
  9. Quote:
    Originally Posted by StrykerX View Post
    I believe in I21 they're removing the interrupt time and possibly reducing total cast time on Gun Drone, so good news.
    Huh, I must have missed that news. Got a link to where that tasty bit of info is?
  10. I've got a few questions regarding procs and henchmen...
    • If I equipped my Assault Bot with the Chance for +recharge what would happen?
    • In my mercs mastermind I'm stuck between two choices for my Spec Ops, either get 8% more damage or equip them with the Dark Watcher recharge slow, which is more worth it?
    • Does the resistance and defense procs give the henchman you assign it to the bonus? I saw somewhere that it functions like an aura but idk which is true.
    • Which tier of pets should get the Chance for negative damage in Mercs.
    • What triggers the chance for build up proc when equipped?
    • Does every attack a pet make give a chance to proc in regards to interface?
  11. So when I first started making this build I thought I knew what I was doing... but several revisions later and I'm not so sure. Could some vet blasters give me advice on this set-up?

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Sentinel F13: Level 50 Natural Blaster
    Primary Power Set: Assault Rifle
    Secondary Power Set: Devices
    Power Pool: Leaping
    Power Pool: Fighting
    Ancillary Pool: Munitions Mastery
    Hero Profile:


    Level 1: Burst
    • (A) Decimation - Chance of Build Up
    • (3) Thunderstrike - Damage/Endurance/Recharge
    • (3) Thunderstrike - Accuracy/Damage/Recharge
    • (5) Devastation - Accuracy/Damage/Endurance/Recharge
    • (5) Thunderstrike - Damage/Recharge
    • (7) Thunderstrike - Accuracy/Damage/Endurance
    Level 1: Web Grenade
    • (A) Empty
    Level 2: Slug
    • (A) Apocalypse - Damage
    • (7) Apocalypse - Damage/Recharge
    • (9) Apocalypse - Accuracy/Damage/Recharge
    • (9) Apocalypse - Accuracy/Recharge
    • (11) Apocalypse - Damage/Endurance
    Level 4: Buckshot
    • (A) Air Burst - Damage/Endurance
    • (11) Detonation - Damage/Endurance
    • (21) Positron's Blast - Damage/Endurance
    • (39) Air Burst - Damage/Range
    • (39) Detonation - Damage/Endurance/Range
    • (40) Positron's Blast - Damage/Range
    Level 6: Taser
    • (A) Stupefy - Chance of Knockback
    • (42) Absolute Amazement - Chance for ToHit Debuff
    • (43) Absolute Amazement - Stun
    • (43) Absolute Amazement - Stun/Recharge
    • (43) Absolute Amazement - Accuracy/Stun/Recharge
    Level 8: M30 Grenade
    • (A) Force Feedback - Damage/Knockback
    • (23) Force Feedback - Damage/Endurance/Knockback
    • (23) Kinetic Crash - Damage/Knockback
    • (25) Kinetic Crash - Damage/Endurance/Knockback
    • (27) Kinetic Crash - Accuracy/Damage/Knockback
    • (27) Force Feedback - Accuracy/Knockback
    Level 10: Beanbag
    • (A) Stupefy - Chance of Knockback
    • (40) Absolute Amazement - Endurance/Stun
    • (40) Stupefy - Endurance/Stun
    • (42) Stupefy - Accuracy/Endurance
    • (42) Stupefy - Stun/Range
    Level 12: Targeting Drone
    • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (13) Gaussian's Synchronized Fire-Control - To Hit Buff
    Level 14: Sniper Rifle
    • (A) Extreme Measures - Damage/Interrupt/Recharge
    • (15) Sting of the Manticore - Damage/Interrupt/Recharge
    • (15) Sting of the Manticore - Damage/Endurance/Recharge
    • (17) Extreme Measures - Damage/Endurance/Recharge
    • (17) Sting of the Manticore - Accuracy/Damage
    • (19) Sting of the Manticore - Damage/Endurance
    Level 16: Smoke Grenade
    • (A) Dark Watcher's Despair - Chance for Recharge Slow
    • (19) Deflated Ego - Chance for Recovery Debuff
    • (21) To Hit Debuff IO
    Level 18: Combat Jumping
    • (A) Empty
    Level 20: Super Jump
    • (A) Empty
    Level 22: Kick
    • (A) Empty
    Level 24: Tough
    • (A) Resist Damage IO
    • (25) Resist Damage IO
    Level 26: Cloaking Device
    • (A) Empty
    Level 28: Flamethrower
    • (A) Positron's Blast - Damage/Endurance
    • (29) Positron's Blast - Damage/Recharge
    • (29) Positron's Blast - Accuracy/Damage/Endurance
    • (37) Detonation - Damage/Endurance
    • (37) Detonation - Damage/Recharge
    • (39) Detonation - Accuracy/Damage/Endurance
    Level 30: Trip Mine
    • (A) Fury of the Gladiator - Chance for Res Debuff
    • (31) Fury of the Gladiator - Damage/Recharge
    • (31) Fury of the Gladiator - Damage/Endurance/Recharge
    • (31) Fury of the Gladiator - Accuracy/Damage/End/Rech
    • (34) Fury of the Gladiator - Accuracy/Damage
    Level 32: Full Auto
    • (A) Ragnarok - Accuracy/Recharge
    • (33) Ragnarok - Chance for Knockdown
    • (33) Ragnarok - Accuracy/Damage/Recharge
    • (33) Ragnarok - Damage/Recharge
    • (34) Ragnarok - Damage/Endurance
    • (34) Ragnarok - Damage
    Level 35: Time Bomb
    • (A) Armageddon - Damage
    • (36) Armageddon - Damage/Recharge
    • (36) Armageddon - Accuracy/Damage/Recharge
    • (36) Armageddon - Accuracy/Recharge
    • (37) Armageddon - Chance for Fire Damage
    Level 38: Weave
    • (A) Defense Buff IO
    Level 41: Cryo Freeze Ray
    • (A) Essence of Curare - Accuracy/Hold/Recharge
    • (45) Essence of Curare - Accuracy/Recharge
    • (45) Essence of Curare - Endurance/Hold
    • (45) Essence of Curare - Accuracy/Hold
    Level 44: Surveillance
    • (A) Recharge Reduction IO
    • (46) Recharge Reduction IO
    Level 47: LRM Rocket
    • (A) Javelin Volley - Damage/Recharge
    • (48) Javelin Volley - Damage/Endurance/Recharge
    • (48) Javelin Volley - Accuracy/Damage/End/Rech
    • (48) Interrupt Reduction IO
    • (50) Positron's Blast - Damage/Recharge
    • (50) Positron's Blast - Chance of Damage(Energy)
    Level 49: Body Armor
    • (A) Resist Damage IO
    • (50) Resist Damage IO
    ------------


    Level 1: Brawl
    • (A) Empty
    Level 1: Defiance


    Level 1: Sprint
    • (A) Unbounded Leap - +Stealth
    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run


    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Healing IO
    • (46) Healing IO
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO
    • (46) Endurance Modification IO
  12. Quote:
    Originally Posted by JAG-01 View Post
    While we're proposing touches of realism concerning the helicopters, let's have characters that jump, fly, or fall into the rotors get shredded. Hit fly without looking up? BZZT! Red mist!
    Just imagine the doctor's reactions after you hit the medical teleporter...

    Nurse: "We have another incoming hero doctor!"
    Doctor: "Alright stations ever-
    (A chopped up pile of bloody meat pops up in the teleporter)
    Doctor: "...ah, NEVERMIND. Another guy wasn't watching where he flew. Call the coroner and we'll see if he can make heads or tails of this."
  13. Quote:
    Originally Posted by Infini View Post
    another thing to consider is how these three powers are being slotted outside of the proc. how many slots are you able to devote to them?
    I can give the full six slots to all three powers. The character was going to be focused on confusion as his main weapon so I can devote as much slots and inf as needed to the confuse powers.
  14. I just finished the build of my first MM today and I had a few questions...
    • If I slot a chance for recharge slow in Spec Ops, do both of the soldiers have a chance to stack two of them on the same target?
    • Is detonator good for mercs?
    • Should I get gravitic or reactive for interface?
    • and finally, how good can the Medic's healing abilities get?
    Here is the build I made.
    Villain Plan by Mids' Villain Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Captain Hawk-Eye: Level 50 Natural Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Charge Mastery
    Villain Profile:

    Level 1: Soldiers
    • (A) Sovereign Right - Resistance Bonus: Level 50
    • (5) Sovereign Right - Accuracy/Damage: Level 50
    • (5) Blood Mandate - Accuracy/Damage: Level 50
    • (7) Sovereign Right - Accuracy/Damage/Endurance: Level 50
    • (7) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (9) Blood Mandate - Damage: Level 50
    Level 1: Web Grenade
    • (A) Gravitational Anchor - Chance for Hold: Level 50
    • (3) Gravitational Anchor - Immobilize: Level 50
    • (3) Gravitational Anchor - Immobilize/Endurance: Level 50
    Level 2: Slug
    • (A) Endurance Reduction IO: Level 50
    • (50) Damage Increase IO: Level 50
    Level 4: Caltrops
    • (A) Ragnarok - Accuracy/Recharge: Level 50
    • (13) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (13) Ragnarok - Chance for Knockdown: Level 50
    • (15) Ragnarok - Damage/Recharge: Level 50
    • (15) Ragnarok - Damage/Endurance: Level 50
    • (17) Ragnarok - Damage: Level 50
    Level 6: Equip Mercenary
    • (A) Endurance Reduction IO: Level 50
    Level 8: Hover
    • (A) Defense Buff IO: Level 50
    Level 10: Fly
    • (A) Endurance Reduction IO: Level 50
    Level 12: Triage Beacon
    • (A) Numina's Convalescence - Heal: Level 50
    • (17) Doctored Wounds - Heal: Level 50
    • (19) Numina's Convalescence - Heal/Recharge: Level 50
    • (19) Doctored Wounds - Heal/Recharge: Level 50
    • (21) Doctored Wounds - Recharge: Level 50
    • (21) Panacea - +Hit Points/Endurance: Level 50
    Level 14: Acid Mortar
    • (A) Achilles' Heel - Chance for Res Debuff: Level 20
    • (23) Undermined Defenses - Recharge: Level 50
    • (23) Undermined Defenses - Defense Debuff/Recharge: Level 50
    • (25) Touch of Lady Grey - Defense Debuff/Recharge: Level 50
    • (25) Touch of Lady Grey - Defense Debuff/Recharge/Endurance: Level 50
    • (27) Touch of Lady Grey - Recharge/Endurance: Level 50
    Level 16: Spec Ops
    • (A) Edict of the Master - Defense Bonus: Level 40
    • (27) Blood Mandate - Accuracy/Damage/Endurance: Level 50
    • (29) Blood Mandate - Accuracy/Damage: Level 50
    • (29) Sovereign Right - Accuracy/Damage: Level 50
    • (31) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
    • (31) Sovereign Right - Accuracy/Damage/Endurance: Level 50
    Level 18: Force Field Generator
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (31) Luck of the Gambler - Defense: Level 50
    • (33) Luck of the Gambler - Defense/Endurance: Level 50
    Level 20: Aid Other
    • (A) Doctored Wounds - Heal/Recharge: Level 50
    • (33) Doctored Wounds - Heal: Level 50
    • (34) Doctored Wounds - Recharge: Level 50
    • (34) Doctored Wounds - Heal/Endurance/Recharge: Level 50
    • (34) Doctored Wounds - Heal/Endurance: Level 50
    • (36) Numina's Convalescence - Heal/Recharge: Level 50
    Level 22: Stimulant
    • (A) Recharge Reduction IO: Level 50
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    • (33) Red Fortune - Defense/Endurance: Level 50
    • (36) Red Fortune - Endurance: Level 50
    • (36) Red Fortune - Defense: Level 50
    • (37) Red Fortune - Defense/Endurance/Recharge: Level 50
    • (50) Red Fortune - Endurance/Recharge: Level 50
    Level 26: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 28: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    • (37) Adjusted Targeting - To Hit Buff: Level 50
    Level 30: Commando
    • (A) Soulbound Allegiance - Damage/Endurance: Level 50
    • (37) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
    • (39) Soulbound Allegiance - Chance for Build Up: Level 50
    • (39) Sovereign Right - Accuracy/Damage: Level 50
    • (39) Sovereign Right - Accuracy/Damage/Endurance: Level 50
    • (40) Sovereign Right - Accuracy/Endurance: Level 50
    Level 32: Tactical Upgrade
    • (A) Endurance Reduction IO: Level 50
    Level 35: Poison Trap
    • (A) Unbreakable Constraint - Hold: Level 50
    • (40) Unbreakable Constraint - Hold/Recharge: Level 50
    • (40) Unbreakable Constraint - Accuracy/Hold/Recharge: Level 50
    • (42) Unbreakable Constraint - Endurance/Hold: Level 50
    • (42) Unbreakable Constraint - Accuracy/Recharge: Level 50
    • (42) Lockdown - Chance for +2 Mag Hold: Level 50
    Level 38: Seeker Drones
    • (A) Absolute Amazement - Stun: Level 50
    • (43) Absolute Amazement - Stun/Recharge: Level 50
    • (43) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    • (43) Absolute Amazement - Accuracy/Recharge: Level 50
    • (45) Absolute Amazement - Chance for ToHit Debuff: Level 50
    • (45) Stupefy - Chance of Knockback: Level 50
    Level 41: Trip Mine
    • (A) Armageddon - Damage: Level 50
    • (45) Armageddon - Damage/Recharge: Level 50
    • (46) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (46) Armageddon - Damage/Endurance: Level 50
    • (46) Armageddon - Chance for Fire Damage: Level 50
    Level 44: Hasten
    • (A) Recharge Reduction IO: Level 50
    • (48) Recharge Reduction IO: Level 50
    Level 47: Electric Shackles
    • (A) Basilisk's Gaze - Recharge/Hold: Level 30
    • (48) Basilisk's Gaze - Accuracy/Hold: Level 30
    • (48) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    • (50) Basilisk's Gaze - Accuracy/Endurance/Recharge/Hold: Level 30
    Level 49: Vengeance
    • (A) Luck of the Gambler - Recharge Speed: Level 50
    Level 50: Musculature Core Paragon
    Level 50: Gravitic Core Flawless Interface
    Level 50: Barrier Core Epiphany
    Level 50: Pyronic Radial Final Judgement
    ------------

    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy

    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run

    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Healing IO: Level 50
    • (9) Numina's Convalescence - Heal: Level 50
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (11) Performance Shifter - Chance for +End: Level 50
    • (11) Performance Shifter - EndMod: Level 50
  15. When I first posted this thread, it was in the wrong section of the forums so I'm reposting it now.


    So after browsing the Improving Mercenaries thread (http://boards.cityofheroes.com/showthread.php?t=183743) I looked at some of the ideas being tossed around. The one that struck me the most was the idea of using DP's ammo change as a replacement to that god awful power Serum. I can't remember who made the original suggestion (whoever did feel free to chime in), but I thought I would refine the idea a little bit.

    The Power
    Ammo Upgrade - Ranged, Enhance Mercenary Henchmen
    You give one of your mercenary henchmen access to potent and exotic ammo and a little extra protection. Your soldiers will gain armor piercing ammo, medics will gain chemical ammo, Spec Ops cryo ammo, and the Commando incendiary ammo.
    The power essentially functions as a T1.5 equip henchman. It is a single target upgrade on a two minute timer (can be reduced). It adds a minor 7% extra lethal and smashing resistance (the visual effect is a pair of sholder pads on all types of henchmen similar to the ones on Malta Tac Ops.) and a new gun.

    Soldiers - All Soldier burst attacks (excluding full auto for obvious reasons) can hit one extra target, functioning like Piercing Rounds. The soldiers gain a Council Assault Rifle as their weapon.

    Medic - the Medic gains chemical rounds that change his burst and heavy burst to 80 Lethal/20 Toxic. the Rounds have a chance to lower the enemy's damage. The medic gains the modified CAR that SWAT Equalizers have.

    Spec Ops - Spec Ops snipe, burst, and heavy burst all become 80/20 lethal and cold. The attacks have the regular cold debuff associated with cryo ammo. Spec Ops gain the sniper rifle version of the CAR (you can see it on display in the Quartermaster's counter in the DPO).

    Commando - Burst, Full Auto, and Slug now deal 75/25 lethal and fire and have a chance to set the enemy on fire. The commando's weapon stays the same since I couldn't find an existing gun similar to it in game to use.

    Overall
    This change would allow mercenaries to be a much more flexible powerset and focus on quality over quantity. Giving a third upgrade power helps the powerset to be unique compared to other powersets.

    The reasoning for the low secondary damage numbers is that Mercs is a lethal set, I wanted to keep the powerset focused on that with the secondary damage types making up for the fact lethal damage is on of the most heavily resisted damage types in the game. The reason behind the two minute timer and single target upgrade is to force the player to choose what damage types and debuffs they need the most. It keeps the ability from being used to instantly equip your entire squad with powerful debuffs. That being said, you CAN equip the entire squad and if you play your build right, say lots of recharge reduction + Hasten, you could equip the squad fairly quickly.

    The extra smashing/lethal protection gives your merc pets a little more protection, since they tend to be a bit squishy (at least from what I've seen).
  16. Quote:
    Originally Posted by Infini View Post
    Besides, are you going to be playing your dominator in Melee full time?
    Pretty much, I'm taking energy melee for concept reasons and I skipped most of the ranged attacks save a few of them.

    Is world of confusion really bad enough that without the proc its useless?
  17. So I've decided to make a dominator with Confuse, Mass Confusion, and World of Confusion. The one problem? I can't decide which one of these powers to put the Contagious Confusion proc into.

    All of them seem like good choices but I've never played a Dominator or Controller so I'm not sure. Anybody got some advice for me?
  18. I'd Love to see some new EATs. The PPD one I find the most interesting. I would skip over the psi cops since that would wind up being a copy of the fortunas. Storyline wise it would be AWSOME to see crime fighting from the PPD's point of view, how officers deal with problems on a daily basis.

    Offensive:


    Officer Training
    • It could have moves that the PPD use like how cops have the Riot baton accolade or the Heavy Pistol power. Probably a Control/Assault set. The control fits nicely with the police's non-lethal takedowns.
    • It would also be the start of your police career, you would be a beat cop dealing with groups like the Hellions and the Trolls and goes to a detective dealing with groups like the Council and the Family.
    • At 20 you would pick between operating a Hardsuit or joining the SWAT.
    Hardsuit Training
    • Harsuits would be focused on resistance protection and AoE death dealing. We should get access to the Shell's chainguns along with missiles and energy based moves. Something like a Blast/Defense set.
    • Storywise, Hardsuits would be the guys who go after supervillains. You would begin fighting enemy groups for the PPD and around level 40, you get accepted into the US Army. This would help explain why PPD hardsuits are fighting in places like the Shadow Shard or Praetoria.
    SWAT Training
    • SWAT attacks would be single target and debuff/buff heavy. Since SWAT units work as a team they should be giving team bonuses. I'd say their sets would have attacks would be assault rifle moves with a few NPC moves like flashbang mixed in. Something like Assault/Buff/Debuff.
    • Their storyline would be similar to the hardsuits but join the Marines instead and has more emphasis on fighting enemy groups as a whole and not just their most wanted members.
  19. Quote:
    Originally Posted by JayboH View Post
    I think mentioning the theme you are looking for would help.
    He is ex-Malta, so Malta pets is what I'm hoping for.
  20. Quote:
    Originally Posted by DarkSideLeague View Post
    ...and I wouldn't mind PPD either.
    Ah, I forgot about the PPD. Although those pets might not fit with villains so well. But then again, Heroes with Arachnos dosen't make much sense either .
  21. So after looking at all Pet options, none of them fit with my character (drones did but they're butt ugly to look at). I also noticed something else. Most of the lore pets come from level 50 groups. If I'm correct then where is the others like Malta or the Council?

    I vote that the next pets added are Malta, Council, Resistance, and Crey.

    Discuss.
  22. Thanks for the replies guys. I'm thinking I should give the Disruptor's concept a look over. Perhaps a debuff/confuse based controller? I'll work out the kinks later.
  23. Quote:
    Originally Posted by Zamuel View Post
    A little iffy about the Repulsion Field unless that boss is set to Don't Auto Spawn. The reason is the stacking that will happen if multiples are in the same spawn or two spawns are next to each other. Granted, some melee players can resist the KB and repel effects but it can be problematic.
    Its not set to don't auto and I intended it to spawn in mobs. Too powerful then?
  24. So I have been working on a custom group for a while and I decided to try something different. Most groups you fight in game in a group, the bosses will be the ones putting up the fight. The minions get shoved to the side by AoEs and leutenants have somewhat of a hard time keeping up. I decided to make an enemy group where the minions and leutenants are the primary fighters while the various bosses act as specialist or support soldiers. With that in mind, would these two bosses make a mob too hard to fight?

    Armifer Thrower: Meant to toss around players, keeping them off their feet while min/leu whail on them.
    Attacks
    - Wormhole
    - Force Bolt
    - Repulsion Bomb
    - Repulsion Field
    - Lift

    Armifer Distruptor: Centered around using confusion against players.
    Attacks
    - Confuse
    - Mass Confusion
    - Deceive
    - Blind

    I'd also like people's opinions on the idea as a whole and any suggestions for other specialist bosses.
  25. And heres the new build, I just started from scratch and once again, didn't pay attention to what level the powers were placed at (Not that it matters). Tell me what you think.

    Hero Plan by Mids' Hero Designer 1.942
    http://www.cohplanner.com/
    Click this DataLink to open the build!
    Captain Hawk-Eye: Level 50 Natural Mastermind
    Primary Power Set: Mercenaries
    Secondary Power Set: Traps
    Power Pool: Flight
    Power Pool: Medicine
    Power Pool: Leadership
    Power Pool: Speed
    Ancillary Pool: Charge Mastery
    Hero Profile:


    Level 1: Burst
    • (A) Damage Increase IO: Level 50
    Level 1: Web Grenade
    • (A) Trap of the Hunter - Accuracy/Immobilize/Recharge: Level 50
    • (3) Trap of the Hunter - Immobilize/Accuracy: Level 50
    • (3) Trap of the Hunter - Endurance/Immobilize: Level 50
    • (5) Trap of the Hunter - Accuracy/Endurance: Level 50
    Level 2: Soldiers
    • (A) Blood Mandate - Accuracy/Damage: Level 50
    • (5) Blood Mandate - Damage: Level 50
    • (7) Blood Mandate - Accuracy: Level 50
    • (7) Sovereign Right - Resistance Bonus: Level 50
    • (9) Healing IO: Level 50
    • (9) Achilles' Heel - Chance for Res Debuff: Level 20
    Level 4: Caltrops
    • (A) Ragnarok - Accuracy/Recharge: Level 50
    • (15) Ragnarok - Accuracy/Damage/Recharge: Level 50
    • (17) Ragnarok - Chance for Knockdown: Level 50
    • (17) Ragnarok - Damage/Recharge: Level 50
    • (19) Ragnarok - Damage: Level 50
    • (19) Ragnarok - Damage/Endurance: Level 50
    Level 6: Equip Mercenary
    • (A) Endurance Reduction IO: Level 50
    Level 8: Hover
    • (A) Karma - Knockback Protection: Level 30
    Level 10: Fly
    • (A) Endurance Reduction IO: Level 50
    Level 12: Triage Beacon
    • (A) Panacea - +Hit Points/Endurance: Level 50
    • (21) Numina's Convalescence - Heal/Recharge: Level 50
    • (21) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    • (23) Numina's Convalescence - Heal: Level 50
    • (23) Numina's Convalescence - Endurance/Recharge: Level 50
    • (25) Doctored Wounds - Heal/Recharge: Level 50
    Level 14: Acid Mortar
    • (A) Achilles' Heel - Chance for Res Debuff: Level 20
    • (25) Analyze Weakness - Accuracy/Recharge: Level 50
    • (27) Analyze Weakness - Accuracy/Endurance/Recharge: Level 50
    • (27) Analyze Weakness - Accuracy/Defense Debuff: Level 50
    • (29) Undermined Defenses - Defense Debuff/Recharge/Endurance: Level 50
    • (29) Undermined Defenses - Defense Debuff/Recharge: Level 50
    Level 16: Spec Ops
    • (A) Edict of the Master - Defense Bonus: Level 40
    • (31) Achilles' Heel - Chance for Res Debuff: Level 20
    • (31) Deflated Ego - Chance for Recovery Debuff: Level 20
    • (31) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
    • (33) Sovereign Right - Accuracy/Damage: Level 50
    • (33) Blood Mandate - Accuracy/Damage: Level 50
    Level 18: Force Field Generator
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (33) Luck of the Gambler - Recharge Speed: Level 50
    • (34) Luck of the Gambler - Defense/Recharge: Level 50
    • (34) Luck of the Gambler - Endurance/Recharge: Level 50
    • (34) Luck of the Gambler - Defense: Level 50
    • (36) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    Level 20: Aid Other
    • (A) Numina's Convalescence - Heal/Endurance/Recharge: Level 50
    • (36) Numina's Convalescence - Endurance/Recharge: Level 50
    • (36) Numina's Convalescence - Heal/Recharge: Level 50
    • (37) Numina's Convalescence - Heal: Level 50
    • (37) Doctored Wounds - Recharge: Level 50
    • (37) Doctored Wounds - Heal/Endurance: Level 50
    Level 22: Stimulant
    • (A) Recharge Reduction IO: Level 50
    Level 24: Maneuvers
    • (A) Luck of the Gambler - Defense/Endurance: Level 50
    • (39) Luck of the Gambler - Defense/Endurance/Recharge: Level 50
    • (39) Luck of the Gambler - Defense: Level 50
    • (50) Luck of the Gambler - Recharge Speed: Level 50
    Level 26: Assault
    • (A) Endurance Reduction IO: Level 50
    Level 28: Tactics
    • (A) Adjusted Targeting - To Hit Buff/Endurance: Level 50
    • (39) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance: Level 50
    Level 30: Commando
    • (A) Soulbound Allegiance - Damage/Endurance: Level 50
    • (40) Soulbound Allegiance - Accuracy/Damage/Recharge: Level 50
    • (40) Soulbound Allegiance - Chance for Build Up: Level 50
    • (40) Sovereign Right - Accuracy/Damage: Level 50
    • (42) Sovereign Right - Accuracy/Damage/Endurance: Level 50
    • (42) Sovereign Right - Accuracy/Endurance: Level 50
    Level 32: Tactical Upgrade
    • (A) Endurance Reduction IO: Level 50
    Level 35: Poison Trap
    • (A) Lockdown - Recharge/Hold: Level 50
    • (42) Lockdown - Endurance/Recharge/Hold: Level 50
    • (43) Basilisk's Gaze - Recharge/Hold: Level 30
    • (43) Basilisk's Gaze - Endurance/Recharge/Hold: Level 30
    Level 38: Seeker Drones
    • (A) Stupefy - Chance of Knockback: Level 50
    • (43) Stupefy - Accuracy/Recharge: Level 50
    • (45) Dark Watcher's Despair - Chance for Recharge Slow: Level 50
    • (45) Absolute Amazement - Chance for ToHit Debuff: Level 50
    • (45) Absolute Amazement - Accuracy/Recharge: Level 50
    • (46) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
    Level 41: Trip Mine
    • (A) Armageddon - Accuracy/Damage/Recharge: Level 50
    • (46) Armageddon - Accuracy/Recharge: Level 50
    • (46) Fury of the Gladiator - Accuracy/Damage: Level 50
    • (48) Armageddon - Chance for Fire Damage: Level 50
    Level 44: Hasten
    • (A) Recharge Reduction IO: Level 50
    Level 47: Electric Shackles
    • (A) Lockdown - Accuracy/Hold: Level 50
    • (48) Lockdown - Recharge/Hold: Level 50
    • (48) Lockdown - Endurance/Recharge/Hold: Level 50
    • (50) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 50
    Level 49: Static Discharge
    • (A) Energy Manipulator - Chance to Stun: Level 20
    • (50) Performance Shifter - EndMod: Level 50
    Level 50: Musculature Core Paragon
    Level 50: Diamagnetic Core Flawless Interface
    Level 50: Rebirth Radial Epiphany
    ------------


    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 1: Supremacy


    Level 2: Rest
    • (A) Empty
    Level 4: Ninja Run


    Level 2: Swift
    • (A) Empty
    Level 2: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
    • (11) Numina's Convalescence - Heal: Level 50
    • (11) Miracle - +Recovery: Level 40
    • (13) Miracle - Heal: Level 40
    Level 2: Hurdle
    • (A) Empty
    Level 2: Stamina
    • (A) Endurance Modification IO: Level 50
    • (13) Performance Shifter - Chance for +End: Level 50
    • (15) Performance Shifter - EndMod: Level 50